hi, I recently test the demo and I fastly reward you by buying it. You make a good job, and keep a good relation with player is rare.
To introduce my questions :
I'am a big "delay user", and infortunalty can't use them in a trusting way (ironic for logic system ! ), as game clock hang on lags and is "timed client side", who become really, really, rogue in MP. So I can't trust in long term delayed loops. A simple exemple is to interpose salvage+pulse (15sec x2), about 1 minutes 30 (6 shots), I got 2 to 5 sec of extra delay between shots, it is noticeable !
There is plan to give more sense and pertinence to mine and craft (no play on words) blocs ? I explain me :
- About salvage :
Actually blocs have a salvage HP, I found infortunate that all blocs have same HP : sands as Heavy blocks. But aside That's mean theorically that if somebody hit 199HP of all blocs of an asteroid, then pass behind him make me get blocks "instantly". I mean salvage is more an extract/teleportation (a get action) , contrariwise to harvest (mine) who is more a processing on material to get. Thinking to Minecraft, Where get a bloc is based on time and if you abort action, then have to restart. it's really funny because I think that's make more sense that Minecraft Use an HP for blocs (harvest) and Starmade use a time to recover (Salvage).
Do you use HP because Clock game isn't stable at all ? If not, think could be better (and may more light processing) to use a time per bloc to salvage, where power of salvage beam is a reductor of time and each blocs have a different duration.
- About crafting : it's seems to me that recips to craft are too unreal and "copy/pasted".
- Get shards and you get basic materials for all crafts !
Get a capsule and composite bloc , then appear by magic a module !
I mean everything come/make from shards and ores, as we have all the rests and only 2 type of component make everythings . Add basics materials in salvages and vary in recips could be really interesting. Such as some Metals, liquids to collect and use in more complexe recips.
- All kinds of shards and ore are visually same except color and same too in trnasformation, craft usage. It's boring !
Do you envisage make thrusters more than a principe in the ship construction, then make an interesting thrusters reaction et placing and a real (pleasant) navigation control ? Because with the actual complex physic management, thrusters are shame !
Detailling :
- Separate Translational and Rotation :
- Translational : Actually it's as we have a 2 axe moving thrusters, who make propulsion ship in the wanted direction (then accelerate or reduce speed).
That is make me think that turret dock should have aside fleet, ship, turret,... THRUSTER. Then the "turret" move in the opposite direction of the directive movement ask by player !
- Rotation : What is the actual object who make rotate ships ?!? even without thrusters an hudge ship can move in all direction it's annoying !
This point left as actual make this mechanic dumb.
Add such alltitude tool to rotation seems basic, no ?
- Put your thrusters in center of your ship, that's not important ! That's should and always be a feable because have to put them external.
Applying trust in the direction where thrusters really are ! (in a straight line).
A thrust base calcul on the straight line deviation ( reduce when lowering a protective muzzle, invalidate when solid bloc obstructing or not "connected to exterior"), this calcul could be done only when exiting build mode.
Aside the demo is complete and totaly free, restrict some unessential thing couldn't be positive to people who "forget" that's they play freelly and your food isn't ?
As disable some tools in build mode : copy/paste, symmetric only on one axe. load personnal blueprint.
Thank you in advance for answers. And thanks for taking time to asnwer to players !